Dark Devotion. The initiate has advantage on saving throws against being charmed or frightened.
Spellcasting. The initiate is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): command, inflict wounds, hunter's mark, hold person
2nd level (3 slots): detect thoughts, mind spike, levitate
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 2) slashing damage, plus 4 (1d6) psychic damage.
Eye Ray. The cultist shoots a magical ray at one target it can see within 60 feet of it. The targeted creature must succeed on a DC 13 Wisdom saving throw or be charmed until the start of the cultist's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
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